Traveller's Guild
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Summoning Scroll, Diluted Mnemonic, Shrine of Wisdom and Shrine of Luck moved from Proofs of Distance to Proofs of Trial. Proof costs changed accordingly
-# (This change aims to make people want to interact with the guild. As it stands, if you use your proofs to do trials you only get the option to buy materials - and there are better guilds for that - as opposed to just hoarding Proofs of Distance and splurging them on shrines) -
Slightly decreased costs for materials
-# Despite being a fairly low investment guild, it is also GPS content, which is the heart of orna - it should be a little stronger to compensate.
Angler's Guild
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Heavily increased coral costs for Diluted Mnemonics
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Increased coral costs for Summoning Scrolls
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Slightly increased costs for materials
-# Fishing is far too profitable for the investment it takes. All you need is a body of water and time - there is no difficulty involved, there is no engaging gameplay involved. The main issue is the profitability of mnemonics, which used to be rare, but are too abundant when purchased by coral
Speluking Guild
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Increased Ore Quality in deeper floors
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New purchaseable mining-related gear
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- Examples include a hat you'd wear that would sometimes increase the amount of Ore you get per broken rock, a canary accessory that could warn you where objectives (Portal, Switches) are hiding, and a Pickaxe that would make your character automatically mine Ore in the current floor without having to hold down the button
-# Deep Dungeons were a good addition and variety for lower tiers, but remain as a niche activity for higher tiers, being an okay Orn source at anguish50, and a hard end of gauntlet reward. The issue, however, is that the player is incentivised to mine as little as possible, which is the more interesting part of the deep dungeon. These changes aim to make it easier and more profitable to mine, while keeping early uses unharmed.